Beruflich Dokumente
Kultur Dokumente
// technicolor effect
#define SkyrimTonemap
float EBrightnessCurveV4=0.8; //contrast and darken
float EBrightnessMultiplierV4=180.0; //doesn't affect game appearance at all,
only in real high values
float EBrightnessToneMappingCurveV4=0.2; //makes brighter areas darker, limit
s the brightness level in a smooth way, better
//#define CrossProcess
float CrossContrast =1.0;
float CrossSaturation = 1.5;
float CrossBrightness = 0.125;
float CrossAmount =0.8;
float2
{
float2
float2
float2
};
crossMatrix [3] =
(1.03, 0.04),
(1.09, 0.01),
(0.78, 0.13),
//#define ColorMood
//float fRatio = 1.0; // blend ratio (0-1)
float moodR = 1.0;
// mood color red component
float moodG = 1.0;
// mood color green component
float moodB = 0.9;
// mood color blue component
//------------------------------------------------------------------------------------// Textures
//------------------------------------------------------------------------------------texture2D texColor;
//------------------------------------------------------------------------------------// Sampler Inputs
//------------------------------------------------------------------------------------sampler2D InputSampler = sampler_state
{
Texture = (texColor);
MinFilter = Point;
MagFilter = Anisotropic;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST {
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST {
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
float pixelWidth;
float pixelHeight;
//------------------------------------------------------------------------------------// Vertex Shader Input
//-------------------------------------------------------------------------------------
image1 +=CrossBrightness;
image1 *=1.2;
//------------------------------------------------------------------------------------// Compiler
//------------------------------------------------------------------------------------technique PostProcess
{
pass P0
{
#ifdef E_SHADER_3_0
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 main();
#else
VertexShader = compile vs_2_0 VS_PostProcess();
PixelShader = compile ps_2_0 main();
#endif
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}